This script adds some variety to your random battles. You can define different "elements" for enemies, each of which can change different stats such as MaxHP, MaxSP, Strength, Dexterity, and many more. Then, you can give each enemy a different set of possible "elements" that the script will randomly choose from to apply. Thus, you could make weaker enemies with the "element" of minion, as I did in the script.Features

Sorry, should have realized that the name would confuse people.This script allows you to create basically enemy classes which give them stat changes. Thus this could make interesting battles by having multiple classes of the same enemy, each of which with different stats.

In this example configuration, there are two different elements or classes. Minions are weaker enemies, while brutes are stronger.

The enemy with the id of 1 has several possible sets of elements. The first possible set is [:minion], meaning that the enemy has the class and stat changes of minion. The second possible set is [:minion, :brute], meaning that the enemy has both the class and stat changes of both minion and brute. The last class is [], meaning that the enemy has no classes.

When the player encounters the enemy with the id of 1, the script will randomly choose one of the sets to use for the enemy.

Sorry, should have realized that the name would confuse people.This script allows you to create basically enemy classes which give them stat changes. Thus this could make interesting battles by having multiple classes of the same enemy, each of which with different stats.

That makes much more sense. So we can start off with like two Ghosts, one is a Water Ghost and the other is a Fire Ghost. Gotcha.

All it basically does is just a set of elements by random. If you set Ghost to have 4 different possible sets of elements, for every Ghost that gets created, it'll randomly choose one of those element sets. Each element set containing as many, or as few, elements as you want, with each element granting/decreasing attributes.